Laurefindel
Legend
My (banjo-playing) friend would say that you cannot use « banjo » and « mastery » in the same sentence, except when specifying that « banjo » and « mastery » cannot be used in the same sentence.You can't use Banjos.
My (banjo-playing) friend would say that you cannot use « banjo » and « mastery » in the same sentence, except when specifying that « banjo » and « mastery » cannot be used in the same sentence.You can't use Banjos.
Oh, very cool. We did something similar calling it the "Prologue Level".5th Ed. is missing rules for 0th-level player characters, which is why I wrote this:
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Your post made me hungry. If that was the intent, congratulations!Nah, 5e isn’t a half-baked cookie, it’s a cookie intentionally baked with a soft centre, you know, crunchy on the outside and chewy on the inside!
But I agree with the essence of your post; D&D doesn’t really need much more width but it could use some depth. It is at least relatively shallow throughout the whole thing, so it works as a chewy cookie. But reworking the rules to a uniformly deep system is too much of an undertaking than the effort I’m willing to give (by running a more complete, complex game I mean).
As it is, 5e has the advantage of being digestible without too many glasses of milk, but I would appreciate deeper, more complete subsystems that I can use à la carte, focusing on the themes of my campaign. Like white chocolate chips and macadenian nuts for example.
You think that's great, look up the Invoked Devastation!I'm a youngin', so learning about the Rain of Colorless Fire made my day. What a sick piece of lore. Thanks!
Nice!Oh, very cool. We did something similar calling it the "Prologue Level".
I feel like it’s better than the current system where spells affect creatures based on their type.Alignment mechanics in previous editions seemed to boil down to:
1. If your alignment tag doesn't match with the alignment tag of x item, take damage (or suffer effect).
2. If your alignment tag doesn't match, you can't use this class/item/thing.
3. If you change your alignment tag you lose a level.
It's not like any edition had deep mechanics.
No doubt bards and gnomes are troublesome. But come on, they are nothing compared to kender!You folks are being really hard on the bards, especially considering the real problem is gnomes.
Social Interaction rules are in the DMG, starting on p 244. They suggest a DC 20 Charisma check to get hostile creatures to cooperate as long as they aren't taking a risk or sacrificing anything by doing so.From the game that I'm in, rules for how to run Intimidation. Our Paladin tried to get some bandits to stand down since they would likely end up slaughtered for no reason and we had to take some time to figure out what DCs should be and what those effects would be.
In the end, the GM made the paladin make an Intimidation check against the bandit's Wisdom Save mod +10. He gave advantage on a later check when the bandits started getting slaughtered. It worked, but this was a new GM who had to really think about how to handle the mechanics when this could have been a simple check that kept the momentum of the scene going.
The minion rules are bad. They do basically no damage and are only there to eat up XP budget and make the PCs look good. Waste of a stat block and pages on the minion rules. And I say that as a fan of Matt’s stuff. Better to just narrate the PCs wading through swarms of minions.In Matt Coville's Flee, Mortals! big fat monster book, he implemented minion rules in which the minions have normal hit points but drop to 0 if they take any damage. It makes sense given their explanation: some spells (like sleep) interact in weird ways when you specifically give minions 1 hit point.
I like them. They remind me of Savage Worlds, where typical enemies are one hit kills but still have the potential to hurt you. 5E PCs are not scared enough, and a couple dozen goblin archers can put fear into them while minion rules mean you don't have to spend 2 sessions on that one fight.The minion rules are bad. They do basically no damage and are only there to eat up XP budget and make the PCs look good. Waste of a stat block and pages on the minion rules. And I say that as a fan of Matt’s stuff. Better to just narrate the PCs wading through swarms of minions.
Uh…unless you’re altering Matt’s minion rules there’s nothing about them that will “put fear” into the PCs. Once the group lands its one hit and it does 1 hp of damage per minion, your players will laugh and wade through them…fearless as ever.I like them. They remind me of Savage Worlds, where typical enemies are one hit kills but still have the potential to hurt you. 5E PCs are not scared enough, and a couple dozen goblin archers can put fear into them while minion rules mean you don't have to spend 2 sessions on that one fight.
It’s one of the typical DCs. Do you never attempt to do anything that’s hard?Wow. A DC 20. That's totally worth attempting, lol.
The social interaction rules actually stagger the results using DCs of 0 (basically a failure in the case of people hostile to you, they actively oppose your progress), 10, and 20. Getting help from others who are indifferent or friendly to the party is easier and how the players form their argument might also get advantage on the roll. Make the DC 10 check, and though the hostile people won't help you, they won't oppose you.I just want to point out that this is a game where a 20 Charisma final tier character with a +6 proficiency mod has a 40% chance to fail that roll. Most characters have a lot worse chances.
A simple "hey let's work together unless we have good reasons not to" shouldn't be an extremely hard check, and I can certainly imagine players, after trying it a few times and not rolling 15 or better on the die to realize it's just not worth the effort.
I understand this, but I was just saying what a DC 20 check means- if that's the desired end goal, saying "well you need a 20" still makes it a Hail Mary.The social interaction rules actually stagger the results using DCs of 0 (basically a failure in the case of people hostile to you, they actively oppose your progress), 10, and 20. Getting help from others who are indifferent or friendly to the party is easier and how the players form their argument might also get advantage on the roll. Make the DC 10 check, and though the hostile people won't help you, they won't oppose you.
I have heard about DM's who won't allow a dog to Help you keep watch at night!-As an aside, I have seen DM's who are very resistant, however, to allowing players to pad their odds in social interactions- just last week I had a fun conversation with people who felt that Guidance, for example, should never be allowed to affect a negotiation (and a few who seem to feel that allowing Help out of combat is somehow abusive).